WiP in WiP, post your screenshots!

ThePhlubs

L1: Registered
Oct 7, 2011
19
11
Little bit of progress from cp_blackgold
It's a 5cp map, this area is just death-match/transition. Everything here is early alpha.
Any critique is appreciated, thanks.
2013-08-20_00005.jpg


2013-08-20_000062.jpg


2013-08-20_000071.jpg


2013-08-20_000011.jpg


2013-08-20_00002.jpg


2013-08-20_00003.jpg


2013-08-20_00004.jpg
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
That map looks like its overbright on the sky light. Many of the surfaces are bright white or yellow while it should be gray or orange.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
why do people compile with hdr when they are using dev textures .-.


oh yeah i luv me sum of dat hdr oh looks so sexc with that bright and dark orange
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
why do people compile with hdr when they are using dev textures .-.


oh yeah i luv me sum of dat hdr oh looks so sexc with that bright and dark orange

Skybox maybe? and some of the models
 

mint onion

L3: Member
Jul 18, 2013
101
45
ThePhlubs: i like seeing how you're using the dev textures here, thanks for sharing.

do you feel there is an advantage to lining up wall corners with texture dimensions? does that help in the detailing phase?

is there any rhyme or reason to how you're using wall texture colors? does, for example, the gray, red, and white wall textures represent something different in your mind?

thx
 

ThePhlubs

L1: Registered
Oct 7, 2011
19
11
ThePhlubs: i like seeing how you're using the dev textures here, thanks for sharing.

do you feel there is an advantage to lining up wall corners with texture dimensions? does that help in the detailing phase?

is there any rhyme or reason to how you're using wall texture colors? does, for example, the gray, red, and white wall textures represent something different in your mind?

thx

Lining the textures definitely does help me personally, just to map and lay things out faster. The textures represent playable area. Red/Blue are playable key buildings, orange and white are neutral, gray is non-playable areas that I haven't clipped yet.

I personally use the 64 unit grid box and pre-plan areas because I personally hate cramped areas that aren't flank routes. Laying out areas ahead of time really helps me with flow and planning out key areas.
 
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